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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #pragma once
- #include "BsCorePrerequisites.h"
- #include "BsModule.h"
- namespace BansheeEngine
- {
- /** @addtogroup RenderAPI-Internal
- * @{
- */
- /**
- * Handles creation of command buffers. See CommandBuffer.
- *
- * @note Core thread only.
- */
- class BS_CORE_EXPORT CommandBufferManager : public Module<CommandBufferManager>
- {
- public:
- /**
- * Creates a new CommandBuffer.
- *
- * @param[in] type Determines what type of commands can be added to the command buffer.
- * @param[in] deviceIdx Index of the GPU the command buffer will be used to queue commands on. 0 is always
- * the primary available GPU.
- * @param[in] syncMask Determines how is concurrency handled between multiple command buffers on the same
- * device. If buffers don't share the same bits in the sync mask they are allowed to
- * execute concurrently on the GPU, however it is up to the user to ensure that they
- * do not contain any resources depended on each other. Leave on default to ensure
- * no concurrency is possible (safest).
- * @param[in] secondary If true the command buffer will not be allowed to execute on its own, but it can
- * be appended to a primary command buffer.
- * @return New CommandBuffer instance.
- *
- */
- virtual SPtr<CommandBuffer> create(CommandBufferType type, UINT32 deviceIdx = 0, UINT32 syncMask = 0xFFFFFFFF,
- bool secondary = false) = 0;
- };
- /** @} */
- }
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